make more strings localizable

This commit is contained in:
Chris Danford
2006-01-08 18:40:20 +00:00
parent f6d11943ab
commit fc18dbd342
28 changed files with 108 additions and 97 deletions
+6 -4
View File
@@ -100,14 +100,16 @@ struct MapDebugToDI
};
static MapDebugToDI g_Mappings;
static LocalizedString IN_GAMEPLAY( "ScreenDebugOverlay", "%s in gameplay" );
static LocalizedString OR( "ScreenDebugOverlay", "or" );
static CString GetDebugButtonName( int i )
{
vector<CString> v;
if( g_Mappings.debugButton[i].IsValid() )
v.push_back( INPUTMAN->GetDeviceSpecificInputString(g_Mappings.debugButton[i]) );
if( g_Mappings.gameplayButton[i].IsValid() )
v.push_back( INPUTMAN->GetDeviceSpecificInputString(g_Mappings.gameplayButton[i])+" in gameplay" );
return join( " or ", v );
v.push_back( ssprintf(IN_GAMEPLAY.GetValue(),INPUTMAN->GetDeviceSpecificInputString(g_Mappings.gameplayButton[i]).c_str()) );
return join( " "+OR.GetValue()+" ", v );
}
void ScreenDebugOverlay::Init()
@@ -396,7 +398,7 @@ class DebugLineAutoplay : public IDebugLine
virtual void Do( CString &sMessageOut )
{
PlayerController pc = (PlayerController)(PREFSMAN->m_AutoPlay+1);
wrap( (int&)pc, NUM_PLAYER_CONTROLLERS );
wrap( (int&)pc, NUM_PlayerController );
PREFSMAN->m_AutoPlay.Set( pc );
FOREACH_HumanPlayer(p)
GAMESTATE->m_pPlayerState[p]->m_PlayerController = PREFSMAN->m_AutoPlay;
@@ -661,7 +663,7 @@ class DebugLineWriteProfiles : public IDebugLine
class DebugLineWritePreferences : public IDebugLine
{
virtual CString GetDescription() { return "Write Preferences"; }
virtual CString GetDescription() { return WRITE_PREFERENCES; }
virtual CString GetValue() { return NULL; }
virtual bool IsEnabled() { return true; }
virtual void Do( CString &sMessageOut )